Slay the Spire 2

Combat decisions

Compare card sequences under explicit starting conditions, then check the exceptions that change the play.

Defect combat with cards, available Energy and enemy intents visible

Defend loses sixteen HP; skipping loses fifteen

Full explanation ↗

Infested Prism is using base Whirlwind at 5 damage for 3 hits. Vital Spark makes each Skill Tainted 2. Start with no Block or Tainted, and no Weak, Frail, Strength, Dexterity or other modifiers. The enemy survives.

Incoming before Skills
5 × 3 = 15
Tainted per Skill
+2 to each hit
Starting Block
0

Skip both Skills

  1. Keep Whirlwind at 5 damage per hit.
15 HP lost

There is no Block, but neither Skill increases the attack.

Play base Defend

  1. Gain 5 Block.
  2. Tainted increases the attack to 7 × 3 = 21.
16 HP lost

Five Block is less than the six extra damage added across three hits.

Play base Leap

  1. Gain 9 Block.
  2. The same Tainted increases incoming damage to 21.
12 HP lost

Nine Block outweighs the six added damage, saving three HP versus skipping.

Compare a Skill’s protection with its added damage across every hit. The rule is not to skip all Skills; it is to calculate their marginal effect.

When the answer changes

  • Higher-Ascension Vital Spark and attack values change the break-even point.
  • Weak, damage reduction, Dexterity, a kill or non-Skill Block can change the better play.

Survival and enemy mechanics

Card order, draw and turn counters

Repeatable engines and their limits